-
Posts
1962 -
Joined
-
It wasn't the title - it was OP's question of "when were the Rikti made incurable" by the LCW. To me that made the thread "spoilerish".
No big deal either way, since you are correct that someone just scanning titles wouldn't come into the thread seeking info about a possible link between Lost & Rikti anyway. -
Quote:If I KB it, it's *my* dangerous target. Scrappers aren't the only ones invited to the team to do damage and take out big targets.Isn't scrapping intelligently taking out the big targets? Simply switching to a nearer enemy isn't necessarily that intelligent depending on the circumstances.
And for a team a dangerous target focussed on a scrapper who is winning is better than a dangerous target about to get up and kill a squishy who was KB happy.
The idea that Scrappers are only there for the big targets and shouldn't bothered to take out the rest of the spawn is what makes some of them seem like Prima Donnas. -
Quote:It did, it was always a Lost only cure. The full Rikti are far, far too gone to get back.
Not really any more so than the entire thread where OP asks if the Lost Curing Wand works on Rikti. (Hint: There would not be a chance of this unless there is a link between the Lost & the Rikti.)
It's too late by the time Chyll posts... -
Quote:^^Oh boy. Not this again.
It's quite simple. The large majority of people who complain about knockback either:
1) Have a massive problem with hitting a movement key. They're probably lazy. (And in before someone with a story about their brother with no arms who really does hate knockback because he can't hit movement keys.)
2) Are obsessed with maximizing their XP per second, which is quite frankly absurd.
If someone lacks the understanding that Energy Blasters can't control when their knockback occurs, and that it's a feature of all of their powers, and goes so far as to tell you to not use your freakin' primary...they're not worth teaming with.
The purpose of knockback is free, wild, and readily available mitigation. Mobs that are ragdolled can't fight back. It's like every blast has a hold component.
In my experience, as long as you make a clear and concerted effort to cut back on scattering mobs all over the map, or just play on PUG teams that just want to play the game, or in a group of nothing but ranged ATs...they won't mind.
This times eleventy billion!
KB, used properly, is a great mitigation tool. Players, especially meleers, who complain before seeing if you know how to use that KB are not worth your time. -
Quote:Someone check me on this - but didn't BaBs already rework a bunch of animations to remove that "couple of seconds" OP is talking about here? I mean, even with zero Redraw, the time the attack takes is the time the attack takes.Wow! I check back to the thread to find BaBs and Arcanaville posted on it. I must have mentioned a doozy of a suggestion!
So official confirmation from BaBs states that removing redraw from one powerset is a powerset unto itself. That is a lot of work to do just to shave off a couple of seconds from an attack chain. I'm not sure what a sequencer does exactly but bloat is never a good sign anyway.
Isn't it always the way? An irritating niché problem that ends up requiring the same amount as a whole new powerset to fix even a little bit? I can very well understand why devs won't go back revamping zones left and right. If I had to choose new powersets and removing redraw from previous powersets, I would lean towards the new. BUT I would want those new sets to have minimal to no redraw issues, the best way to stop redraw issues is Prevention!
It's a very half n' half problem too. Most powerset combinations work perfectly with one another, and others, horribly. But those horrible combos aren't horrible enough to warrant the priority to fix them right away. We just have to either deal with it or have a large dry spell of no new content to get it done in a reasonable time-frame.
It's a big job, but I'm fairly certain a slow-release might still be feasible. Since we already have to workaround redraw issues, removing one instance of unnecessary redraws every patch would be a nice compromise. But if the sequencer bloat is a big issue, then perhaps redraw issues need to be put on the backburner until there's a really BIG dip in the development schedule. Which I doubt would happen considering the game has to have new stuff to play with to keep the attention of the audience.
But you never know, since most of the staff have been focused on the Going Rogue expansion this past year. Even if they wanted to eradicate redraw issue, most of the resources are pooled towards the expansion and it's just not sensible to divert any of it away until it's completed and released.
But regardless of the details, it's nice to hear that the issue is being thought about. Thanks for the heads-up BaBs, and your input Arcana!
The main issue with Redraw is the annoyance factor - it seems like the attacks are taking more time because of the visuals of Redrawing.
Or I could be totally misremembering that change.
As far as a gradual replacement/reworking of animations with just a few done in each release - I doubt that would go over very well. Can you just imagine the clamor on the boards and in Broadcast - "Waaah! DB got new animations and War Mace didn't! No Fair!"
And we all know it would happen, and so does BaBs. -
Well, as Lemur was implying - there's not anything that a Player can really answer for you.
Of course, the Devs "can" make new content - and they have been making new content throughout the past 5 years, contrary to what you seem to be stating. Over the past 5 years, they have added the entire City of Villains content, several new TFs, Croatoa, Cimerora, revamped Faultline & Hollows, etc.
I'm sorry your friends got bored. I hope they come back. -
Quote:
Has this "technical advice" ever been proven "wrong"? Sure it has - for years we told suggesters that Power Customization was too hard - based on a post from BaBs stating such. But that didn't mean that the answer about the difficulty of Powers Customization was incorrect at that time.
Ya know, I've been chided a couple of times here for misquoting BaBs - but what I was really trying to say was that regular posters who quote "common knowledge" aren't just making stuff up to be mean to the poor innocent suggesters, trying to crush their dreams.
The "too hard" was regurgitated a lot as a paraphrase of what was actually said. The difference between "too hard" and "lots of work" basically comes down to the same thing when trying to evaluate the likelihood of a suggested change being implemented in the near term.
But as history has shown us, it did not eliminate it from happening ever at all. -
Just looking at the various replies in this thread alone, I would say that no AT will be that much favored over another, generally speaking.
Each team leader will bring his/her own biases (Corr vs. Def, etc.) but the AT passed over by that leader will be picked up by another who wants him/her more than the one chosen by the first leader.
So while this is a rather nice intellectual exercise, the concept really isn't anything to worry about. I'm hoping that others don't start to take the discussion too seriously and start crying "doom" for defenders, etc. -
Quote:You *do* realize that their support is not actually divided into Aion support vs. CoH support, right? It's all NCSoft support, one big pot.That is ridiculous. We are paying them to deal with CoH, not Aion. That should NEVER be an excuse. Now, if they want to give me a free month of Aion each time they say this (along with the game itself), that might be more acceptable since it appears our money is now going to Aion...
My reward is late as well. I sent a /petition in-game, and the email response I got was to verify that I am indeed the account holder. Ridiculous. (I have a post about this in these forums with details.) It shouldn't be that difficult to add months and award the appropriate veteran rewards.
I'm glad you got yours fixed, though.
That's why sometimes the answers you get from a GM seem like the GM is less familiar with the game than you are - because the GM actually is less familiar, and is working from a script.
If the load on all NCSoft support is higher due to the newer game working thru its early months, then that's a perfectly acceptable reason for a respons to *any* support request to take a bit longer. And, no, your $15 does not entitle you to line jump.
(Not to mention, the holiday weekend thing. What would be the Thanksgiving equivalent to "Scrooge", I wonder?) -
Quote:Mmm, yummy - my Blaster gets to be more of a Tank Mage than my Kheldian - adding the Dwarf and the shields. And my Tank gets to do that as well (with a slightly lesser? Blast).So a Tank could have <Defensive set>/Luminous Blast
A Scrapper <Melee Attack set>/Luminous Aura
Blaster <Blast Set> / Luminous Aura
Controller <Control Set> / Luminous Aura?
Defender <Buff Set>/ Luminous Blast?
Or would they all get the defensive set (Lum. Aura) as thier secondary? Because in that case, the Tank in the above example would get two defensive sets and no attacks, which would suck.
Redside, well, what about MM's? None of the Kheld powersets really look that great at buffing/defending your pets.
http://wiki.cohtitan.com/wiki/Luminous_Aura
http://wiki.cohtitan.com/wiki/Luminous_Blast -
Quote:Are you playing redside? That's a different strategy (which I am not at all familiar with) but apparently it can be done because people do it all the time (and have written guides on it).I'm talking about orange sets and yes it is difficult to get them. It's not like they drop really often. Some of the individual IO's from these sets sell for 10-20 mil each. So you're stuck either playing away hoping to get the right ones or saving money so that you can bid on the 5 or 6 that are available.
And forgive my ignorance - but is there such a thing as an "orange set"? I thought any set less than a purple was a mixture of both yellow & orange, and that different parts of the set typically bring vastly different prices on the market (other than the PvP IOs). -
Seriously - I can't think why I would want to lug around 40-50 Enhancements.
You offer laziness as your prime motivation, but honestly, I don't think I would have 40-50 Enhancements gathered by the end of a normal 4 hours of play (an entire evening for most people) or even at the end of a 6-hour TF or all-day Saturday session.
Typically, by the end of a session, I have gathered at most perhaps 15 or 20 Enhancements (yes, I had to stop to sell them partway thru the session, but I'm apparently not as lazy as you - your word, not mine). I may have used some of them, so perhaps I didn't run to sell them.
And even if I did have 40-50 Enhancements drop thru the course of a playing session, by the time I would be high enough to get that many spots, I wouldn't need what was dropping anyway. I'm using at least generic IOs by the 40s, but even if I weren't, I would probably be trowing away many SOs as vendor trash, taking up space. I guess that is my way of being lazy.
Beyond that, I'm pretty sure Kinrad has a correct answer, since Posi is on record as saying that allowing us to keep 10 Enhancements during a /respec was "generous".
I'm not opposed to getting another 10 or so spots to hold Enhancements, I just don't see much need for it. 40-50 would be far, far too many. -
Quote:That being said, we as players do not have the data to determine that information and unless a red name specifically says an idea is not feasible, perhaps we should not be so quick to give our wonderful technical advice.
And what Bill & Lemur & Aett and many others are saying is exactly that - they have been told by the Devs that the answer is "no".
"Feasible" by definition includes an analysis of cost vs benefit - and for many of these "good" or "great" ideas, the Devs have done the analysis and told us "no, it's not feasible". Maybe that means "not feasible for now" or maybe that means "we have been working on it but can't figure it out" or maybe that means "we have to invent nuclear fusion first". But it's not just speculation on the part of these regular question answerers - it's based on info given by the Devs.
So your implying that players are not giving info based on what has been stated by the Devs or that players are adding their own speculation purely for the purpose of "shooting ideas down" comes off as accusatory. Maybe you need to look in the mirror. -
Quote:Which IOs are you going for? Purples? Then, yeah, they're hard to get - and meant to be hard to get.Instead of trying to create more DR, how about just making IO's a bit more accessible. I'm not saying just giving them to people, but it could definitely be streamlined. I mean why not bring all the different extra ways of getting IO sets (merits, tickets, etc.) and use a universal item that can be used to get IO sets?
The amount of work involved to get IO sets are incredible. They practically require you to build a farmer in order to get them.
Just my 2 cents worth, but whatever.
But regular generic IOs and most sets - not so much. If you look in the Guide to Guides, you will find info. if you look in the market forum, you will find info. Fulmens has a couple of guides linked in his sig.
Not an "incredible" amount of work - just play your dang character. -
Quote:In which case that "technical advice" would never be brought up in response to the suggestions brought to this forum, since Rednames rarely if ever post here.Seems like more and more I see threads with good ideas that get shot down with the same basic excuse, "It's too much work!".
I understand some of the developers have made an attempt to show the kind of work involved with this game. They give how many animations it would take, the kind of time such animations would take, etc. Somewhere along the line many players jumped on this band wagon and every time a new idea comes up it is met with reasons why things can't be done.
I'm sure some people think that they're "helping" or just "being realistic", but sometimes it seems like they're just looking for reasons to shoot down an idea. If this same mentality had been used when the idea for this game was first thought of, I dare say that it would never have come into existence.
I'm sure there are plans in place and the developers have a system to determine which ideas are feasible based on existing work loads. I'm sure it's true that the amount of time to animate something combined with the number of people that use it play a significant factor in whether it gets done or not.
That being said, we as players do not have the data to determine that information and unless a red name specifically says an idea is not feasible, perhaps we should not be so quick to give our wonderful technical advice.
And oftentimes, our "technical advice" is based on prior posts from Rednames (typically BaBs, but sometimes Castle or Posi or Pohsyb) recalled from the last time the discussion was brought up or from HeroCon or whenever.
Has this "technical advice" ever been proven "wrong"? Sure it has - for years we told suggesters that Power Customization was too hard - based on a post from BaBs stating such. But that didn't mean that the answer about the difficulty of Powers Customization was incorrect at that time.
And I think it's more fair to people suggesting ideas that have been commented on previously (either in posts or at HeroCon or in PMs from Devs) be given that answer rather than let discussions go on for pages, getting everyone excited about how great the idea is, only to see it not happen. That tends to lead folks to think the Devs never listen, which is unfortunate, since in this game, they DO listen to us.
As long as the forum regulars aren't posting in a "boy is that idea stoopid" tone, I don't see any harm in sharing the technical knowledge we have gathered over the years with those who might not already know it. -
Quote:And the existing ones suck.
You get two knee length and 4 slutty mini skirts.
Just an FYI - those "slutty" miniskirts are classic superheroine garb (OK, in the Magic Booster, with added "bat" textures) - which seems somewhat appropriate in a superhero game.
Your posts come off as whiny because you don't want to be inventive about how you are combining things. A couple of us have shown you combinations that aren't "slutty" but are rather classy (Dispari, I *love* your classy widow).
You don't have to use the Magic booster pieces only with each other. -
Quote:I like this a lot.Actually, the simple fact is the War Zone Architect building should have been inside the Vanguard base, not out in the middle of nowhere where it won't get any traffic or business.
In fact, and I've suggested before, I'd like to see the Architect moved to the Vanguard base and the old building in the War Zone left deserted and shot out. Broken glass, scavenged machinery, non-functioning elevators, maybe partially-collapsed roof. It IS a war zone, and building a tall, all-glass skyscraper in the middle of it is a monumentally dumb idea, so I'd really like for the developers to acknowledge that by admitting to the obvious results of it. It kills two birds with one stone, too. It retains the Architect station, only it's underground now, and it gives us another landmark in the War Zone, which is a zone of very, very little variety, practically speaking. It's just Boomtown with Rikti in it. A bombed-out Architect building would do a lot to help.
It doesn't "solve" the issue of lowbies in the hazard zone looking for co-op, but thematically it makes a lot of sense. RWZ is supposed to be about "life or death" for the planet/dimension/whatever, and it rubs me the wrong way to think of our planet's defenses running/jumping/flying past threats to get to the entertainment center. That entertainment center should be in the base, where the troops spend their downtime.
And for the record, as I posted way upthread - the "problem" of lowbies sucking up Mothership spots to leech is easily solved, so I don't see the need to lock the zone back down. -
I'm having trouble seeing how a Shield protects or defends the TEAM - which is what Defenders are all about. I know that a RL shield can be moved from in front of the holder to another *single* person (seen it done many times in SCA combat) - but how does that translate to a powerset that defends the TEAM by buffing it or debuffing its enemies?
And the rest of the idea seems to be a request for mixed weapon sets - Mace *and* Pistol, etc.
I know this is a Superhero game, but thematically, I don't see how it holds together, *especially* for a Defender. Not to mention the <shudder> Redraw already noted by Rebel_Scum.
Quote:Huh? Defenders are most certainly a squishy ranged based AT - that's what they have Blasts for. And a mezzed Defender goes down pretty dang fast, which is kinda my definition of "squishy" given the nature of mezzes in this game (all or nothing except for Blaster Defiance). BTW, that means that Controllers who missed one of their Holds and Corruptors in general are also "squishy Ranged based ATs" in addition to Blasters and Defenders IMHO.Defenders imho are typically the only Hero AT that is not a squishy Ranged based AT or a hard hitting Melee based AT -
This was my reply in a different thread about Wizard "robes" but it is the same for long dresses, etc.
Quote:The reason the "cool"costumes are only on NPCs (like Airlia and the Tsoo Sorcerors) is that there is only one model for that NPC and it's only one size. The costume is inherent in the NPC models for those.
And also - think about this - long robes (a la Wizards) would look downright stupid with Martial Arts Kicks and some of the lunging attacks in other powersets. And our Devs don't make costumes that look stupid, they want them to look nice. (And I appreciate that).
I know there are exceptions to this general rule, but they are just that - exceptions. Costumes need to look fairly good on any size character (allowing for the gender differences they have made) performing any attack or travel animation in-game.
That being said, we have lots of options for dresses in the costume creator, just not long ones. Many of the tops, especially "Tops with Skin" blend seamlessly into the skirts (some don't, though).
Here is a character with a longer skirt and the Magic Bolero which is the closest I have come to an "elegant" dress.
It's not Ghost Widow (who I suspect is who the OP is referring to), but Lady V is still a classy dame. -
Hmmm,
2 accounts, one at 60 months (husband's) and one at 57 months (created from a buddy code, I think).
GvsE Edition X 2
CoV Collector's Edition X 2
Wedding Pack X 1
Tech Pack X 1
Ninja Pack X 1
Rename Tokens X 8-10(?)
Server transfers X 8-10(?)
Others have done the math above, so I'm not gonna try to calculate it for myself. I figure a couple of thousand dollars - for many, many hours of entertainment.
I noticed that others added in costs of attending HeroCon - those costs were well above my budget, especially this last year while job hunting. Really wish I could have afforded them, though, still crossing my fingers that NCSoft will spring for the expense of doing a similar event in the MidWest.
I could also count the cost of the upgraded video on two laptops. We were going to purchase the laptops anyway, but the default video was sorely lacking. -
"Top 5" would be pretty subjective. Ranked how? By the amount of stuff combined into other things in the base? By aesthetic value (so a small base would be as viable as a "top" pick as a massive base)? What theme - space? arcane? sewer? villainous? pirate ship? Old-style stacking vs. the new I13 stacking?
We already have resources in the stickied threads above- Issue 13 bases, Issue 13 rooms, Base Builders For Hire, Cross Server Social Group (base tours).
Not to mention all the thread each individual Base Builder has created to show off his/her stuff.
My Base(s) really aren't an area of competition for me, I guess. -
IIRC, the last time we did it on Saturday in that regular TF group (sponsored by the Taxis), we ran about 6.5 hours with a short dinner break.
I saw some chatter on Liberty badges last week from someone talking about running it in something under 3 hours, who was promptly told to keep it to himself lest the Devs decide to nerf the merits for it. I have no real idea how he did it.
BTW - my sister & I ran a Posi TF that had a run time like OP's once - of course, we did over a couple of evenings. -
Another thing worth mentioning (which I *love*) is that characters above the level of the TF continue to earn XP (unless they are level 50, sorry). in this way, my level 49 Defender earned the last 4 bars of XP to get her to level 50 on a Citadel TF last Saturday with our regular Saturday TF group on Infinity.
I know that's really a function of SSK, but the effect on TFs was startling to me the first time it happened. -
Quote:You forgot the shortcut thru the Pocket D lobby that links Kings Row, Faultline, Talos Island & Founders Falls.Use the Green Line
Use the Yellow Line
Use your Base teleporter
Use a WW teleporter insp/temp power
Use the mission teleporter
Use travel powers that you can pick up during the game!
I think that sums up the ways to travel through the zones.
And I've done more than half of the heroside TFs (possibly as much as 3/4ths of them) and to me the travel between zones isn't the annoyance (in fact it isn't at all an annoyance) - it's the long haul to the bottom end of Indy Port or across the Shadow Shard. -
My Tray 4 has Movement powers, and is set up to be a 2 X 6 along the edge of the screen above the regular powers trays.
Typically it holds (from the bottom up):
Fly (I almost always use Fly for Travel)
Hover (if taken)
Base Transporter
Ouro Portal
Assemble the Team
Pocket D Transporter
The rest of the tray is filed with various temp travel powers like WW Teleporter, Goldbricker Rocketpack (I like the look with some costumes), the Safeguard/Mayhem "Gather the team, etc.